U.S. patent application number 12/235168 was filed with the patent office on 2009-03-19 for interactive playmat.
This patent application is currently assigned to HOME FOCUS DEVELOPMENT LTD.. Invention is credited to Henrik Andersen, Jacob Ranis Stokholm Andersen.
Application Number | 20090075733 12/235168 |
Document ID | / |
Family ID | 38522806 |
Filed Date | 2009-03-19 |
United States Patent
Application |
20090075733 |
Kind Code |
A1 |
Andersen; Jacob Ranis Stokholm ;
et al. |
March 19, 2009 |
INTERACTIVE PLAYMAT
Abstract
An interactive playmat that projects an image of a playmat onto
a flat surface is provided. The interactive playmat interactively
provides instructions to the game players during play. Some
embodiments of the virtual playmat can sense when an action is
performed with respect to one of the game pieces on the virtual
playmat, and can take into account the position and characteristics
of the individual game pieces when formulating the instructions for
each play cycle.
Inventors: |
Andersen; Jacob Ranis Stokholm;
(Hong Kong, CN) ; Andersen; Henrik; (Kgs Lyngby,
DK) |
Correspondence
Address: |
VOLPE AND KOENIG, P.C.
UNITED PLAZA, SUITE 1600, 30 SOUTH 17TH STREET
PHILADELPHIA
PA
19103
US
|
Assignee: |
HOME FOCUS DEVELOPMENT LTD.
Tortola
VG
|
Family ID: |
38522806 |
Appl. No.: |
12/235168 |
Filed: |
September 22, 2008 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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PCT/IB2007/000750 |
Mar 22, 2007 |
|
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12235168 |
|
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60784699 |
Mar 22, 2006 |
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Current U.S.
Class: |
463/34 ; 463/16;
463/43 |
Current CPC
Class: |
A63F 13/26 20140902;
A63F 13/213 20140902; A63F 13/02 20130101; A63F 2300/1087 20130101;
A63F 2300/302 20130101 |
Class at
Publication: |
463/34 ; 463/16;
463/43 |
International
Class: |
G06F 19/00 20060101
G06F019/00; A63F 9/24 20060101 A63F009/24; A63F 13/00 20060101
A63F013/00 |
Claims
1. An interactive playmat for playing a game, the playmat
comprising an image projector that projects an image of a playmat
on a surface and a device that provides instructions to at least
one player for playing a game.
2. The interactive playmat according to claim 1, wherein the
instructions include instructions regarding which player can take a
turn and available options to the player who can take a turn.
3. The interactive playmat according to claim 1, further comprising
an outcome generator for determining an outcome of a play cycle,
wherein the outcome generator is determinative or random.
4. The interactive playmat according to claim 1, further comprising
a storage device that maintains a record of at least one
characteristic of at least one game piece.
5. The interactive playmat according to claim 4, further comprising
a controller configured to change the record of at least one
characteristic of at least one game piece as game play
progresses.
6. The interactive playmat according to claim 1, further comprising
a controller configured to change the image of the playmat as a
game progresses.
7. The interactive playmat according to claim 6, wherein the image
of the playmat is changed to indicate the locations on the image of
the playmat where the player who can take a turn can place a game
piece.
8. The interactive playmat according to claim 1, further comprising
a sensor configured to detect a game piece within at least one
location defined on the image of the playmat.
9. The interactive playmat according to claim 8, wherein the sensor
is configured to detect at least one characteristic of a game piece
within at least one location defined on the image of the
playmat.
10. The interactive playmat according to claim 1, further
comprising a sensor configured to detect a location of at least one
game piece within the image of the playmat.
11. The interactive playmat according to claim 10, further
comprising a storage device in communication with the sensor that
records at least one characteristic, detected by the sensor, of the
at least one game piece.
12. The interactive playmat according to claim 11, further
comprising a random outcome generator for determining an outcome of
a play cycle.
13. The interactive playmat according to claim 4, further
comprising a controller configured to change the record of at least
one characteristic of at least one game piece based on an outcome
of a play cycle.
14. The interactive playmat according to claim 10, further
comprising an input configured to receive a selection of at least
one game piece to be brought into play by a player.
15. The interactive playmat according to claim 14, further
comprising an input configured to receive a selected action for the
at least one game piece to be brought into play.
16. A method of playing a game, the method comprising: projecting
an image of a playmat on a surface; and interactively providing
instructions to at least one player.
17. The method of play according to claim 16, wherein providing
instructions includes providing instructions about which player can
take a turn and about the available options to the player who can
take a turn.
18. The method of play according to claim 16, further comprising
determining an outcome of a play cycle, wherein the outcome is
determined determinatively or randomly.
19. The method of play according to claim 16, further comprising
timing a play cycle.
20. The method of play according to claim 16, further comprising
recording at least one characteristic of at least one game
piece.
21. The method of play according to claim 16, further comprising
changing the record of at least one game piece as game play
progresses.
22. The method of play according to claim 16, further comprising
changing the image of the playmat as game play progresses.
23. The method of play according to claim 22, further comprising
changing the image of the playmat to indicate the locations on the
image of the playmat where a player who can take a turn can place a
game piece.
24. The method of play according to claim 16, further comprising
sensing a game piece within at least one location defined on the
image of the playmat.
25. The method of play according to claim 24, further comprising
sensing at least one characteristic of a game piece within at least
one location defined on the image of the playmat.
26. The method of play according to claim 16, further comprising
sensing a location of at least one game piece within the image of
the playmat.
27. The method of play according to claim 26, further comprising
sensing and recording at least one characteristic of the at least
one game piece.
28. The method of play according to claim 20, further comprising
changing the record of at least one characteristic of at least one
game piece based on the outcome of a play cycle.
29. The method of play according to claim 25, further comprising
receiving a selection of at least one game piece to be brought into
play by a player and receiving a selected action for the at least
one game piece to be brought into play
30. The method of play according to claim 16, further comprising
sensing an object striking a location defined within the image of
the play mat; and generating a sound in response to an object
striking a location defined within the image of the playmat, with a
different sound being associated with each location defined within
the image of the playmat.
31. The method of play according to claim 30, wherein the
instructions include instructions about which location within the
image of the playmat to strike.
32. The method of play according to claim 31, further comprising
changing the image of the playmat to indicate the location within
the image of the playmat that a user should strike.
Description
CROSS REFERENCE TO RELATED APPLICATIONS
[0001] This application is a continuation of International
Application No. PCT/IB2007/000750 filed Mar. 22, 2007, which claims
priority to U.S. Provisional Application No. 60/784,699, filed Mar.
22, 2006, the contents of which are incorporated by reference as if
fully set forth.
FIELD OF INVENTION
[0002] The present invention relates to playing games. More
specifically, the invention provides a virtual playmat that can be
projected onto a flat surface and a means of interactively
providing instruction to players as they manipulate game pieces on
the playmat.
BACKGROUND
[0003] Playmats used for various types of games, such as board
games or card games, have traditionally been made of cardboard,
textiles, or other materials, and they are usually not very
portable. Many of the games utilizing such playmats are complex,
having extensive sets of rules, game pieces with varying
characteristics, multiple options that can be taken by a player
taking a turn, and multiple possible outcomes based on the option
selected. Traditional playmats do little to assist the players in
keeping track of these rules, and in implementing various options
selected by the players, thereby resulting in a slow pace of
play.
[0004] Various devices for providing virtual surfaces such as
keyboards or other virtual input devices have been proposed. For
example, U.S. Pat. No. 6,281,878 to Montellese discloses an
apparatus for inputting data. The apparatus includes a means of
projecting a template, for example an image of a keyboard, onto a
surface. A second light source, such as a laser, is projected over
the template of the keyboard. When a user strikes "keys" on the
keyboard template, light is reflected back towards a sensor. The
height at which the reflected light is detected by the sensors,
along with "binocular disparity" and triangulation algorithms, are
used to determine the specific key that was struck. Similar devices
are described in U.S. Patent Application Publication US
2004/0095315 of Montellese.
[0005] U.S. Pat. No. 6,650,318 to Arnon discloses a data input
device that projects a template onto a surface. The device includes
various sensors to determine when a user has struck a location
defined within the template. The sensors can be acoustic sensors,
in which case the system uses a triangulation algorithm to
determine the location within the template that has been struck.
The system can also include a light source combined with a pair of
light sensors. The angle at which reflected light enters the light
sensors can be compared to determine the location of the object
reflecting the light from the template. The patent briefly
discloses the use of the invention in conjunction with
light-generated game objects such as a chess piece and chess board,
without going into detail about how such a game could be played or
providing interactive instruction for playing the game.
[0006] U.S. Pat. No. 6,611,252 to DuFaux discloses a virtual data
input device that detects objects within an input zone (for
example, fingers within an image of a keyboard), using light
reflected off of the objects towards an optical detector. The
device "optically interfaces" with an operator to detect the
positions of objects within an input zone, to allow the operator to
enter data into an associated computer. The positions of objects
within the input zone correspond to a unique selection of data to
be entered into the computer and the position and intensity of the
reflected light is used to determine the position of the object
within the input zone. A similar invention is disclosed in U.S.
Pat. No. 6,798,401 to DuFaux.
[0007] U.S. Pat. No. 6,614,422 to Rafii discloses a system for
entering data using a virtual input device. Reflected radiation is
used to determine the three-dimensional position and velocity of a
user's fingers during typing on a virtual keyboard. The actual
shape of a user's fingers and position relative to other fingers
can be detected and calculated to determine the position of a given
finger.
[0008] U.S. Pat. No. 6,710,770 to Tomasi discloses the use of a
pair of cameras to determine the location of a virtual input device
that is touched. The device generates a fan beam to create a plane
of light substantially parallel to and above a surface, such that
penetration of this plane of light by an object is equivalent to
touching a position on the surface. Active light sources can be
used in conjunction with the cameras, and "passive triangulation"
is used to determine the location at which the plane of light was
touched.
[0009] U.S. Pat. No. 6,750,849 to Potkonen discloses a method of
generating a virtual keyboard. A laser transmitter is used to
project an image of a keyboard on a flat surface. This transmitter
also functions as a light source which is reflected towards a
sensor when an object touches a location on the virtual keyboard.
The angle of incidence and time of arrival of the received signal
are used to determine the selected key on the keyboard.
[0010] U.S. Pat. No. 6,955,297 to Grant discloses a surface
scanning system for identifying a location on a template, and then
performing an action based on indicia contained within that
location. An image of the template surface is stored in the
computer memory, and the system has means for identifying different
parts of the surface from the stored memory when the user points to
a specific part of the template. The most preferred embodiment is a
template in the form of a book, with each page of the book being
recognized by either a bar code, or by the words on each of the
four corners of the page. A child learning how to read can point to
a word. The system will identify the location (and thus the word)
on the page where the child has pointed, and then pronounce the
word.
[0011] U.S. Pat. No. 6,542,087 to Lin discloses a system for
identifying a point of interest on an object located in front of a
computer-controllable display area. The image of the display area
is captured, and pixels associated with the object and with the
display area boundary are identified by an intensity mapping
function. A subset of pixels common to both the object and boundary
can be identified. To determine which pixels are associated with
the object, the measured light intensity is compared with the
expected light intensity that each pixel would have if no object
was present.
[0012] U.S. Pat. No. 6,791,531 to Johnston discloses a device and
method for controlling a cursor. The device includes an infrared
radiation source and imaging lens. The device finds the center of
an object by determining the center of a group of pixels having
illumination values above a certain threshold. Cursor control
software is then used to move the cursor in a manner corresponding
to the center of the object.
[0013] All of the above patents are limited to sensing an object
within an input zone and then interpreting the sensed information
to produce the desired output. None of these references teaches a
specific means of utilizing such technology in the playing of the
game. Additionally, none of these references teach a means of
interactively providing instructions for the playing of a game as
the game progresses, and based on the decisions of the players.
Accordingly, there is a need for an interactive playmat that
provides interactive instructions to the players, depending upon
the choices they make during game play.
SUMMARY
[0014] The invention is related to an interactive playmat for
playing a game. The playmat includes an image projector that
projects an image of a playmat on a surface and a device that
provides instructions to at least one player for playing a
game.
[0015] The invention is also related to a method of playing a game.
The method includes projecting an image of a playmat on a surface;
and interactively providing instructions to at least one
player.
[0016] These features of the invention will become more apparent
through the following description and drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0017] For the purpose of illustrating the invention, there is
shown in the drawings a form which is presently preferred; it being
understood, that this invention is not limited to the precise
arrangements and instrumentalities shown.
[0018] FIG. 1 is an environmental, perspective view of an
interactive playmat according to the present invention.
[0019] FIG. 2 is an environmental, perspective view of an
interactive playmat according to the present invention, including
details of one embodiment of a game piece.
[0020] FIG. 3 is an environmental, perspective view of another
embodiment of an interactive playmat according to the present
invention.
[0021] FIG. 4 is an environmental, perspective view of an
alternative embodiment of an interactive playmat according to the
present invention.
[0022] FIG. 5 is an environmental, perspective view of yet another
alternative embodiment of an interactive playmat according to the
present invention.
[0023] FIG. 6 is a flow chart illustrating a method of game play
using an interactive playmat of the present invention.
[0024] FIG. 7 is an environmental, perspective view of yet another
alternative embodiment of an interactive playmat according to the
present invention.
[0025] FIG. 8 is an environmental, perspective view of yet another
alternative embodiment of an interactive playmat according to the
present invention.
[0026] Like reference characters denote like elements throughout
the drawings.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
Introduction to the Embodiments
[0027] The invention provides an interactive playmat that projects
an image of a playmat onto a surface, and which interactively
provides instruction to the players.
[0028] For the purpose of this description, a playmat is defined as
a template having a plurality of locations defined thereon upon
which a player can place a game piece, or can otherwise act. A game
is defined as any method of play using a playmat or other template,
including but not limited to card games, board games, and play of a
simulated musical instrument. A game piece is defined as any object
that is manipulated by a player within the playmat in order to play
a game, and can include a playing card, a game card representing a
character, or an object that is moved around the playmat by a
player, for example, a chess piece, a checker, a depiction of a
character or vehicle, or other similar game piece. Interactive
instructions are defined as instructions that are provided to a
player on a step by step basis, taking into account not only the
rules of the game, but also the present position and/or
characteristics of the game pieces being brought into play and/or
acted upon during the present play cycle, or, if no game pieces are
present, the sequence of actions to be performed by the player to
produce a desired result. Characteristics of game pieces can
include patterns of movement to which the game pieces are limited,
strength, life remaining within the character represented by the
game piece, weapons or spells that can be utilized by the character
represented by the game piece, or other capabilities of the
character that must be taken into account during play of the game.
These characteristics can or can not change as the game is played,
and in some examples can be read from a game piece. As used herein,
a play cycle is defined as at least one selection of one option by
one player, and the resulting outcome, beginning when one player
takes a turn, and ending after the results of that player's chosen
action are determined.
[0029] The interactive playmat can, for example, provide
instructions regarding which player can take a turn during the
present play cycle. The instructions can include the options
available to this player. Upon the player selecting one of these
options, some embodiments of the interactive playmat can utilize an
outcome generator to determine the outcome of the options selected,
for example, a change in location of a game piece, changes in the
characteristics of one or more game pieces, and/or removal of a
game piece from the playmat. For the purpose of this description,
an outcome generator is defined as any device which determines an
outcome of an action chosen by a player. The outcome generator can
be determinative, for example, when placing a certain game piece on
a template with certain other game pieces present causes a specific
result according to the rules of the game. Alternatively, the
outcome generator can be random, in which case it randomly selects
from a plurality of possible choices, with the outcome of the
selection affecting game play. An example of a random outcome
generator is a simulated set of dice.
[0030] Some embodiments of the interactive playmat can include a
timer for timing a player in selecting an option, for example,
timing a player considering a move in a chess game.
[0031] Other embodiments of the interactive playmat can remember
one or more characteristics of one or more game pieces. As these
characteristics change during game play, the interactive playmat
will continue to remember the current characteristics of each game
piece, keeping track of which ones gain or lose various
capabilities (such as a monster acquiring a different weapon, or a
pawn crossing the chessboard and becoming a queen). When a certain
characteristic goes to zero, the interactive playmat can require
removal of the game piece from the playmat.
[0032] The image of the playmat can change in some embodiments to
indicate where a game piece can be moved at a specific time, which
section of the playmat should be acted upon, or to represent
different play environments, for example, a forest or a
battlefield.
[0033] Some embodiments of the interactive playmat can sense when a
game piece has been placed in a certain location on the playmat,
for example, when a card representing a character has been placed
in a location indicating that that card is being placed into play.
Alternatively, a portion of the playmat, or all of the playmat, can
be scanned to determine the location of game pieces. The initial
characteristics of various game pieces can be read directly from
these game pieces in certain embodiments.
[0034] Other embodiments of the interactive playmat can not rely on
game pieces, but instead rely on sensing when a player act on
certain sections of the playmat, for example, striking a designated
location on the playmat with the player's finger. An example of
such a playmat projects an image forming a template of a musical
instrument. Striking the various controls of the musical instrument
can be sensed, causing the interactive playmat to produce an
appropriate sound. Some examples can provide interactive
indications of the next location on the template to touch to play a
desired song.
[0035] It will be appreciated that the following description is
intended to refer to specific embodiments of the invention selected
for illustration in the drawings and is not intended to define or
limit the invention, other than in the appended claim.
[0036] The present invention provides an interactive playmat for
playing games such as various card and board games, or for
simulated play of a musical instrument.
DETAILED DESCRIPTION
[0037] Referring to FIGS. 1-5, the interactive playmat 10 is
illustrated. The interactive playmat 10 includes a game controller
12 having a projector 14 for projecting a template 16 that is an
image of playmat. The game controller 12 can also include a display
screen 18 for displaying various instructions, menu options, or
other information to the players, and a plurality of controls
20.
[0038] Some embodiments of the game controller 12 can also include
a sensor for detecting/sensing the presence, position,
characteristics, and/or orientation of a game piece 22 (for
example, the card representing a monster character in FIGS. 1-2)
within one of the game piece locations 24 defined within the
template 16. A variety of different sensors can be utilized for
this purpose. For example, a barcode scanner or other scanner for
scanning readable code such as the readable code 26 shown in FIG. 2
can be used to scan the game piece locations 24, sensing the
presence of a game piece 22 when readable code 26 is read. The
readable code 26 can also contain various characteristics of the
game piece 22, for example, the name of the character represented,
patterns of movement to which the game piece 22 is limited, weapons
or spells that can be used by the character represented by the game
piece 22, or other characteristics of the game piece 22. As another
alternative, a system of associating pixels with an object within a
display area is disclosed within U.S. Pat. No. 6,542,087, the
entire disclosure of which is expressly incorporated herein by
reference. The presence of a game piece 22 within a location 24
would change the intensity of light received by pixels representing
that location in a reflected image. If a three-dimensional game
piece 22 is used, methods disclosed in U.S. Pat. Nos. 6,281,878;
6,955,297; 6,650,318; 6,611,252; 6,798,401; 6,614,422; 6,710,770;
6,750,849; and Published Application No. 2004/0095315; for all of
which the entire disclosures are expressly incorporated herein by
reference, can be used to detect the presence of a game piece 22 in
a location 24. As yet another alternative, if the location of a
game piece 22 is not critical, then the characteristics of a game
piece 22 can simply be read, for example, by holding the game piece
22 under a bar code reader that is built into the game controller
12, or by plugging the game piece 22 into a suitable receptacle
defined within the game controller 12, and having a reader for
reading information from a game piece 22 therein.
[0039] The game controller 12 can further include a detector for
detecting when the template 16, or a game piece 22 located within
the template 16, is acted upon. Examples include touching a
location 24 within the template 16, possibly a location 24
containing a game piece 22 which a player would like to bring into
play during the current play cycle. U.S. Pat. Nos. 6,281,878;
6,955,297; 6,650,318; 6,611,252; 6,798,401; 6,614,422; 6,710,770;
6,750,849; and Published Application No. 2004/0095315 disclose
suitable sensors/detectors by which such an action on the part of
the player can be sensed.
[0040] Referring to FIGS. 1-2 and 6, an example of a card game is
illustrated. After the template 16 is displayed at step 28, a pair
of opposing players can place a plurality of game pieces 22,
representing various characters which will battle each other,
within locations 24. The locations 24 containing game pieces 22 is
next input into the game controller 12, possibly by the interactive
playmat scanning the template 16 and sensing the location of game
pieces 22. Alternative embodiments can utilize the controls 20 to
permit the players to input the locations of the game pieces 22.
Either function occurs at step 30 within FIG. 6. The location of
each game piece 22, and the characteristics of each game piece 22,
can be recorded by the game controller 12 at steps 32 and 34,
respectively. Although the illustrated example records both the
location and characteristics of each game piece 22, some examples
of games can only require only the location, or only the
characteristics, of a game piece to be read, and either alternative
is within the scope of the invention.
[0041] The game controller 12 next indicates which player can take
a turn, possibly using either the display screen 18, or projecting
the information onto the template 16, at step 36. The player can
select a specific game piece 22 or multiple game pieces 22, to be
brought into play, possibly by touching the game pieces 22, or by
utilizing the controls 20 on the game controller 12. The player
next indicates the selected action for each game piece, for
example, the attack to be carried out, the weapon or spell to be
used, or the opposing player's game piece 22 to attack, at step 40.
For each action selected by the player, the game controller 12 will
randomly generate an outcome, which can take the form of a change
in the characteristics of various game pieces 22 and/or the
elimination of various game pieces 22 from the template 16 at step
42. The characteristics of the various game pieces 22 are adjusted
using either predetermined or random criteria based on the outcome
at step 44, with the outcome and new game piece characteristics
being displayed at step 46. If the winner has been determined at
step 48, the game will end. Otherwise, the game controller 12 with
a return to step 30, receiving the locations of the game pieces 22
if they are not already known to the game controller 12, and then
continuing with the next play cycle.
[0042] Referring to FIG. 3, the interactive playmat 10 is
illustrated, with the game controller 12 displaying a template 50
in the form of a checker or chess board. The illustrated game
pieces 52 are checkers, which in the illustrated example can be
moved to any of the locations 54, but must remain outside of the
locations 56. Although the illustrated example shows checkers,
similar embodiments can be utilized to play chess, backgammon, or
other similar games. Some examples of the game controller 12 can
include the ability to compete against a single player, in the same
manner as presently available computer chess games.
[0043] The game controller 12 can scan the template 50, determining
the location of all of the game pieces 52. The game controller 12
will next indicate which player can take a turn. The game
controller 12 can sense when a player has reached into the area of
the template 50 using any of the methods disclosed within U.S. Pat.
Nos. 6,281,878; 6,955,297; 6,650,318; 6,611,252; 6,798,401;
6,614,422; 6,710,770; 6,750,849; and Published Application No.
2004/0095315. Upon sensing an action by a player, the game
controller 12 can scan the template 50 to determine the new
locations of the game pieces 52. If a piece 52 has changed
location, the game controller 12 can check to see if the new
location of the piece 52 is in an acceptable location 54, or an
unacceptable location 56. The game controller 52 can then indicate
that the opposing player can take a turn, or that the player has
made an illegal move and must make an alternative legal move. If
one of the game pieces 52 reaches the opposing side of the template
50, the game controller 12 will change the characteristics of the
game piece 52 recognizing the game piece 52 as a king.
[0044] Referring to FIG. 4, an alternative template 58 is
illustrated. A template 58 can be any of several board games
wherein players attempt to race game pieces 60 along a path 62 from
a starting position 64 to an ending position 66. A number of
squares 68 that a player can move a game piece 60 during that
player's turn is typically determined by some type of random
selection, which is traditionally a spinner, dice, etc. The game
controller 12 of the present invention can indicate which player
can take a turn and upon the actuation of a control 20, generate a
random number representing a number of squares 68 that the player
can move that player's game piece 60. Some embodiments of the game
controller 12 can scan the template 58, ensuring that the game
pieces 60 are in a proper location, before indicating that the next
player can take a turn.
[0045] FIG. 5 illustrates yet another alternative template 70
projected by the game controller 12. The template 70 includes a
plurality of designated locations 72 denoting the controls of a
musical instrument, for example, the keys of a piano or organ, or
various drums within a drum set. Some embodiments of the game
controller 12 can alter the template 70 to indicate which of the
keys 72 should be struck by a player's finger, for example, by
lighting one of the keys 72. The note represented by the keys 72
can simultaneously, or alternatively, be displayed within the
template 70. The action of a finger striking one of the keys 72 can
be sensed as disclosed in U.S. Pat. Nos. 6,281,878; 6,955,297;
6,650,318; 6,611,252; 6,798,401; 6,614,422; 6,710,770; 6,750,849;
and Published Application No. 2004/0095315. Upon sensing a finger
striking a key 72, the game controller 12 can emit a sound
corresponding to the musical note that would be emitted by a
musical instrument.
[0046] FIG. 7 shows a template 74 similar to the template 70 of
FIG. 5. The template 74 denotes various controls 76 of a mixer 78,
as a disk jockey might use. Touching the various controls 76
permits a user to speed up, slow down, reverse, or mix together
various songs, in a manner well-known in the art of sound mixing.
Some examples can store various songs in MP3 or other suitable
format, or can communicate with various presently available MP3
players, CD players, or other sources of prepurchased music. Some
examples can include an image of a record player, permitting a user
to simulate scratching a record. The action of a finger striking,
or moving along, one of the controls 76 can be sensed as disclosed
in U.S. Pat. Nos. 6,281,878; 6,955,297; 6,650,318; 6,611,252;
6,798,401; 6,614,422; 6,710,770; 6,750,849; and Published
Application No. 2004/0095315.
[0047] An alternative method of playing a game using a virtual
playmat 10 is illustrated in FIG. 8. The virtual playmat 10 in FIG.
8 includes a pair of joysticks 80, 82 connected to the game
controller 12. The template 84 in the illustrated example not only
includes a location 24 for placing a game piece 22, but also
includes an image 86, 88 of a character represented by the game
piece 22. A pair of players can use the joysticks 80, 82 to control
the characters 86, 88, respectively. Some examples can read a
readable code 26 from a game piece 22, thereby obtaining the
various characteristics of the character represented by the game
piece 22. These characteristics can then be given to the characters
86, 88 that are projected onto the template 84. Each player can
then control a character 86, 88 as the characters 86, 88 duel each
other within the template 84, with the movement and actions of each
projected character 86, 88 corresponding to the signals received
from the joystick 80, 82 respectively. Controlling the movement of
a video game character through the use of a joystick is well-known
in the art. Other alternative game controllers 12 can interact with
keyboards, mobile phones, personal digital assistants, or other
similar devices to control the characters 86, 88, or other aspects
of a game.
[0048] The number of games that can be played using the virtual
playmat 10 can be increased in some examples of the virtual playmat
10 by providing the ability to download games from the Internet or
from a central database, or by purchasing additional game
"cartridges" which can be placed in communication with the virtual
playmat 10. In other examples, additional characteristics of a game
piece 22 can be downloaded to the game controller 12. For example,
in a game of football (American or European), the characteristics
of a game piece 22 representing a football player can be read from
the game piece 22, and then the latest statistics for the player
represented by the game piece 22 can be downloaded from the
Internet, and used to affect the course of play. Some examples of a
virtual playmat 10 can move a football around the template
according to the results of each play.
[0049] Yet another example of the virtual playmat 10 can interact
with a presently available video game controller by connecting to
the same connections that would normally be used to connect the
present video game controller to a television or monitor. The
playmat would thereby permit playing the game using a virtual image
projected onto a floor, wall, table, or other suitable surface.
Such a video game can include the ability to alter the
characteristics of the characters represented in the video game, in
some examples by a second connection to a port defined within the
video game controller for receiving a presently available game
cartridge. The controller 12 would thereby interact with the
presently available video game controller 12 by not only providing
an alternative to a monitor, but also by providing input in the
playing of the game in a manner similar to a presently available
game cartridge, but with greater functionality.
[0050] While a specific embodiment of the invention has been
described in detail, it will be appreciated by those skilled in the
art that various modifications and alternatives to those details
could be developed in light of the overall teachings of the
disclosure. For example, multi-color templates and possibly three
dimensional templates can be projected by the game controller.
Accordingly, the particular arrangements disclosed are meant to be
illustrative only and not limiting as to the scope of the invention
which is to be given the full breadth of the appended claims and
any and all equivalents thereof.
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